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1
General Chat / Re: [ACCURACY WARS] - NEW SERVER MOD!
« Last post by Timon on October 22, 2017, 05:33:27 pm »
checkbestacc is being called from dodamage under ts.health 0 so no need to reset acc.

clients loops through all the clients.

ci is an abréviation for clientinfo. ci->state is one thing and clients is another.

If it's called from dodamage, then you can immediately check accuracy, and add health if target died. Variable CheckedBestAcc is not needed

Code: [Select]
"clients[i]" same as "ci" in your code
Have no idea why do you mix them.
Replace all "clients[i]->" to "ci->", it's gotta work the same way.
But well, it's only matter of formalization, doesn't really affects to anything.
2
Mods / Xuvo Client Mod
« Last post by va|DeathStar on October 22, 2017, 05:32:01 pm »
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Tech Talk / Re: [HELP] cannot run Sauerbraten in Mac Sierra 10.12.1
« Last post by va|DeathStar on October 22, 2017, 05:30:41 pm »
Retina display issue forsure because I have sierra without retina and it runs fine.
4
General Chat / Re: [ACCURACY WARS] - NEW SERVER MOD!
« Last post by va|DeathStar on October 22, 2017, 05:13:14 pm »
checkbestacc is being called from dodamage under ts.health 0 so no need to reset acc.

clients loops through all the clients.

ci is an abréviation for clientinfo. ci->state is one thing and clients is another.
5
General Chat / Re: [ACCURACY WARS] - NEW SERVER MOD!
« Last post by Timon on October 22, 2017, 04:59:10 pm »
Why do you use "clients->" instead of "ci->" in some parts? (makes code looks confusing)

CheckedBestAcc variable looks like you're trying to to call checkbestacc() function in the server mainloop (or it's not going to add +40 hp each time someone is dying). See no sense. Would be easier to process that logic just inside server damaging/death procedure.

Why bots are excluded? If you do everything right, you won't get segfaults about it. (Just don't send them N_SERVMSG messages)

Thought would be better to reset player accuracy every death.
6
General Chat / [ACCURACY WARS] - NEW SERVER MOD!
« Last post by va|DeathStar on October 22, 2017, 04:35:15 pm »
Server Name
[ACCURACY WARS]

How it works
If anyone gets higher than 50% accuracy, they get +40 health each time someone dies.
When their accuracy drops below 50% again, the health boost goes away.

Fun mode ideas
efficctf - a flagcarrier that is healthboosted because of high accuracy can sustain for a long time.

effichold - if you're accurate, you can be an amazing flagholder, you will keep regenerating health.

effic - snipers rule accuracy wars efficctf. Any high accuracy player will be rewarded heavily.

regen capture - the rifle base will be the most demanded base in the whole game, like a capture point.

collect - collecting the skulls will be easy with a healthboost.

tactics - since weapons are supplied randomly, the healthboosted people will most likely be random too.

ffa - this would be the most difficult to get high accuracy on. Rifle pickups rule.

insta - this mod doesn't work well in insta because the health isn't restored. Avoid this mode.

Pass the flag
you can pass the flag in accuracy wars. This allows the game to progress more rapidly.

Ideas?
If you have ideas for another mod that you'd like to see, please post a reply and I will work on it, seriously.
I have been considering linking hulk mode with accuracy wars but I don't know what people want.

The code
 void checkbestacc() {
        loopv(clients) {
            clientinfo *ci = clients;
            if(!ci->CheckedBestAcc && ci->connected && ci->clientnum < 128) {
                int cacc = clients->state.damage * 100 / max(clients->state.shotdamage, 1);
                if(cacc > 50) {
                    defformatstring(sc)("You are accurate (%d%%), giving you +40 health!",cacc);
                    sendf(ci->clientnum,1,"ris",N_SERVMSG,sc);
                    ci->state.health = ci->state.health+40;
                    ci->CheckedBestAcc = true;
                }
            }
        }
    }
7
Videos / Re: Recording Demos in Coop Edit, and unspec while Playing Demo.
« Last post by Timon on October 22, 2017, 02:41:47 pm »
These limitation exist because:

1. Coop has no timelimit. The more time server writes demo - the bigger it is. In result we're getting demosize limit exceed or even worse.
2. Editspam, mapfuck, entity spam messages - will make the demo grow faster.
3. A lot of other nuances like: newmaps, correct map state (sendmap/getmap), unsafe for performance stuff (lags, spam, and such mapfuck)
8
Maps / Re: knorke - by rabe (2015)
« Last post by Suicizer on October 18, 2017, 01:45:08 pm »
Working on this again. Find some screenshots attached. Cfg is there, too, in case you want to join me online (Don't forget to remove the .txt-extension).

Why not just drop the .txt and keep it .cfg?

The forum only allows .txt.

Btw: Seems like I need to find another maptitle. Didn't remember, you made a map with a similar name.
Then archive the .cfg-file =P?

In made altstil (germanish foto oldskool)
9
Videos / Recording Demos in Coop Edit, and unspec while Playing Demo.
« Last post by Salatiel on October 14, 2017, 03:43:25 pm »
just a few tests i did by modifying the source code... I changed the player state while playing Demos from "spectator" to "alive", and removed a line that recognizes if the game mode is coop before recording the demo.


I still do not understand why this limitation exists in the original source code, lols.
10
Maps / Re: oldschool - by rabe (2015)
« Last post by rabe on October 09, 2017, 12:30:27 pm »
Working on this again. Find some screenshots attached. Cfg is there, too, in case you want to join me online (Don't forget to remove the .txt-extension).

Why not just drop the .txt and keep it .cfg?

The forum only allows .txt.

Btw: Seems like I need to find another maptitle. Didn't remember, you made a map with a similar name.
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